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On May 29 2026 11:34 Yoshi Kirishima wrote: Holy SHIT i did NOT expect such amazing changes
Worker start to 8 or 9 This is PERFECT. Speeds up the very early game a little without overly favoring economy over tech/production. Less economy explosion, less zerg snowballing out of control, less protoss swarming with gateway units and blink stalkers before mech can secure a 3rd base.
TONS of opening builds will be brought back. When we had 6 worker start we had so many different gas timings. For example with Terran, you could do 12 rax 13 gas, or 12 rax 13 gas, or 12 rax 15 gas, etc. And you had to decide whether to make 1 2 or 3 marines before making a reactor, or whether to make 1 2 3 reapers before making a reactor in order to defend various Protoss openers (Zealot? Zealot + Stalker? 2 Stalkers? Etc.). You had to decide whether to bunker at your natural or hold your main ramp. Whether to CC low ground or in your base. You could even skip walling at your ramp and just making your depots and rax near your mineral line. SO many decisions brought back with 8 worker start.
MECH will be back into a much more comfortable spot. Without economy exploding, Mech builds have time to get their factory production and tech up so they can get a 3rd base before the opponent starts warming with gateway pushes or blink stalkers. This also means MORE map variety, the 3rd base doesn't necessarily need to be so close and easy to defend.
As Terran for example it will probably bring back 1/1/1 openers. WM drops, Hellion drops, Cloak Banshee, etc. into Expand. Which all helped give Mech more openers.
3-4 PLAYER MAPS CAN COME BACK!!! This one is HUGE!!! Being able to take other base's main and naturals, along with their ramps/chokes, means MORE SPREAD OUT GAMEPLAY and skirmishes around the map. You can choose to spread out your production to reinforce certain corners of the map easier or have different paths of reinforcement so your opponent can't cut your reinforcement line so easily. Instead of armies just moving from 1 side to the other side of the map, the battlefield is more chaotic. You can choose to take a main/natural base in a different corner as your 4th/5th, if the opponent comes up the ramp you can defend it more cost efficiently than the attack, and if they get around it with drops and such you can also prepare counter measures for that too, leading to more back and forth gameplay and the "putting out fires across the map" feel that BW has and LotV aimed for.
Also base trades are less 1 dimensional and less game ending! Remember games on Tal'Darim Altar for example? Since your bases and production can be spread across 2 corners of the map, if a base trade starts to occur the game doesn't immediately spiral out of control and end 99% of the time. Both players can destroy 1 corner and they can stabilize with their remaining corner.
As a player, it really feels like most games on ladder it's the most important to just focus on expanding, getting rich, upgrading like every research and getting every production/tech you need, and racing to a max'd out 200/200 army with all your tech AND a bank before you commit to a big attack so you can reinforce without immediately losing the game if you lose the battle. And this is REALLY, REALLY boring! A lot of pro games feel like this too! Expanding to tons of bases + getting all your tech AND building a bank should only happen very occasionally if games go to the very late-game or endgame. It should occur in say 10-20% of games, not 50-75%. You should be able to make meaningful decisions on what tech and production to make, and the focus of the gameplay should be on interacting with your opponent like harassing, map control, attacking/defending.
I remember before SC2 came out, it was so thrilling as a noob getting into BW by looking up a build that opened with some harass like lurker drop, 2 base muta, etc. NOT trying to rush to 4-5 hatches for example. And the worker change will bring these back.
Regarding Warpgates and Gateways having more of a role in early/mid game, I think that's cool! But I'm not sure about making it so that Gateway production is faster than WG production. Being able to warp in say 10 units to defend a base is quite necessary for Protoss isn't it? And it's just very fun to use WG too. I think they can allow delaying upgrading to WG to be a thing in the early to early-mid game, opting not to spend 50 minerals upgrading to WG, and instead rely on Gateway production and good army positioning to defend bases. And perhaps good players instead of having 12 warp gates mid-late game will have half and half to save 300 minerals. (Then in late game when money is not a problem, upgrade them all to warp gates).
BUT Warpgate should just have the same production time as Gateway. You can keep the warp in time at 3.6 second or even 4 seconds, 3 seconds is too fast. Make it so the 50 to upgrade to WG is purely just to be able to warp in far. Those who want WG to be able to warp in around the map, or to do aggressive warpgate pushes again, can do so too without a Warp Prism. A 4 gate push costs 200 more minerals as if building a WP.
Regarding ghost changes: Uh, these are really whack lol. Why are they buffing the auto attack and range to 7? Is it because increasing the supply to 3 (and rebalancing the snipe to 75 energy) is too much a nerf so they want to increase its power, while keeping them Light 100 HP units so you can still soft counter them with banelings, colossus, adepts, phoenix, etc.?
Yea, I wish the mech could have been returned, but ghost cannot be nerfed at all, Terran really relies on libs tank and ghost in late game, and they have already buffed zerg for many times, hydra charge, infestor shroud, and terran always been nerfed? The balance team does not care about the balance, they just want zerg to be unbeatable.
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So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0. I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way? Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.
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On May 29 2026 18:18 Charoisaur wrote: So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0. I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way? Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.
Can't agree more with your point bro, the only thing that this shithead community balance team has done is getting fucking Zerg more powerful repeatedly thru anything they can get. Infestor shroud, hydra charge, for those things that is actually damaging this game, the fucking balance team never cared. Mass changelings, very OP vipers, and they still keep nerf Liberator and ghost, now they turn it back and nerf Terran again, but Protoss seems getting hurt more this time. I think the game should be called ZergCraft. Blizzard should never grant anyone else to access the code and modify the game.
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On May 29 2026 18:18 Charoisaur wrote: So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0. I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way? Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game. I dont think toss will be Just Terran 2.0, warpgates still have a function but there is some cost and tradeoff associated with it now. Might Open Up the door for some Gateway unit Changes, Like idk faster blink again or a cyber core Upgrade for adepts or stalkers.
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It's not terran 2.0... it's broodwar macro toss... Tbh, that's the way it was and I still think it can feel like a unique race. It doesn't play at all like terran in either game. Less so SC2 imo! And late game you can even do warpgates too... Honestly, I think this makes protoss stand out even more with its diversity of macro mechanics.
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Not a fan of the gateway changes at all. Economy changes on the other hand? Hell yeah
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Northern Ireland26903 Posts
On May 29 2026 18:55 WSH32 wrote:Show nested quote +On May 29 2026 18:18 Charoisaur wrote: So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0. I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way? Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game. Can't agree more with your point bro, the only thing that this shithead community balance team has done is getting fucking Zerg more powerful repeatedly thru anything they can get. Infestor shroud, hydra charge, for those things that is actually damaging this game, the fucking balance team never cared. Mass changelings, very OP vipers, and they still keep nerf Liberator and ghost, now they turn it back and nerf Terran again, but Protoss seems getting hurt more this time. I think the game should be called ZergCraft. Blizzard should never grant anyone else to access the code and modify the game. The idea that it’s Zergcraft when at the pro and GM level Zergs are underrepresented is uttely preposterous
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is it just me or is the shroud buff not live?
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Another patch that toss gets screwed over again.
If they want to remove wrap gate mechanics at least try to buff the gateway units, but nah
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fan of it all except for casters having attacks, bad change
similarly i think the macro economy of zerg and terran could use a zesty change, like making queens less 1 note and all purpose. maybe injections can scale with lair/hive tech in some way
and for people saying that gateway units need buffs, fine, those changes will come if the game looks better. this is actually an opportunity to fix the poisoned pill warpgate was for protoss on a balance level.
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United States1926 Posts
On May 29 2026 20:40 Luolis wrote: Not a fan of the gateway changes at all. Economy changes on the other hand? Hell yeah
was waiting for this
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So Workers number reduced to 8 from 12 is more favouring cheese gameplay or macro ? Imo it will slow the economy so taking an expansion super quick will be riskier, because it will be a bigger investment.
I like Warpgates. You spend your money and you instantly get your unit where you want, it's a hudge advantage. And an original gameplay. Whereas as terran, you need to spend the money, wait it to be built, and then wait it to be at the position you rallied it.
Now letting your gateway not transformed allows you to build faster, but not for the first unit. It also allows you to queue production.
But if we don't want this change, Warpgates now cost 50/50 more ressources per gate ? This is a hudge nerf. Drops and offensive wrap are also nerfed.
It will slow down protoss early offensives. The old 4 gates one base will now cost 150/150 more.
Also increasing ressources in bases will favor turtle gameplay a little bit. Terran late game is based on defensive play with offensive pushes when possible. So it might favor terran a little on this point. They will run out of ressources a little latter.
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On May 29 2026 18:18 Charoisaur wrote: So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0. I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way? Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.
Have you tried it on the PTR yet? The change actually feels A LOT better than it looks in the patch notes because what everyone is forgetting is that Warp Ins are now down to 3 seconds. This is a huge buff to Protoss macro in the mid and late game, but it's making early game aggression with Warp Gate more expensive.
The first thing I noticed when I played with it on the PTR is how fast warp ins are, that's MUCH more noticeable than the price of the Warp Gate upgrade.
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On May 29 2026 17:57 WSH32 wrote: Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far
After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.
The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.
This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.
My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.
The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.
This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.
This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.
Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.
Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.
I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.
In short, my proposed changes are:
1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap. 2. Keep Ghosts at 2 supply. 3. Keep Steady Targeting at 50 energy. 4. If Ghosts remain Light, keep them at 125 HP.
These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.
Possible replies to common counterarguments:
If someone says, “Changelings were already nerfed in this PTR,” my response is:
The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.
For the Ghost nerf argument:
I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.
Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.
This has to be one of the most biased posts I’ve seen in a long time. Talking about extra APM investment as a Terran is hilarious. This is something the other races have been dealing with for 16 years (drops, reapers, BCs - all require more micro from the opponent to counter). And your complaint is about changelings, a non-damaging unit that doesn’t fully come into play until the late mid-game or end-game.
On May 29 2026 18:18 Charoisaur wrote: So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0. I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way? Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.
You mean SC:BW has two terrans? What are you even talking about. You know they didn’t remove warpgate, right? It just comes online a bit later and is much faster when it does to compensate.
The amount of people complaining about changes that they haven’t tested at all and may not make it to the actual game is baffling.
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Huge nerf for protoss - from research on Gate to the 50/50 all aggression is out the window
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On May 29 2026 17:57 WSH32 wrote: Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far
After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.
The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.
This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.
My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.
The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.
This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.
This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.
Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.
Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.
I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.
In short, my proposed changes are:
1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap. 2. Keep Ghosts at 2 supply. 3. Keep Steady Targeting at 50 energy. 4. If Ghosts remain Light, keep them at 125 HP.
These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.
Possible replies to common counterarguments:
If someone says, “Changelings were already nerfed in this PTR,” my response is:
The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.
For the Ghost nerf argument:
I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.
Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.
So you want to keep ghosts as-is except removing the cancellation of steady targeting upon taking damage? You say you're not arguing that ghosts should be buffed but that's a fairly large buff. Zerg's only counter to ghosts is hoping the terran doesn't control well against banes or to land a fungal (generally losing the infestor) and then committing a sizeable portion of their army into a defensive setup to kill a few ghosts. The shroud change doesn't help against anything that zerg struggles with in lategame TvZ and now you want to make it worse? The ghost is already over-centralized in the TvZ lategame - what counter would zerg even have left? Ghosts counter everything hard enough as it is now - every unit you named and more. According to aligulac TvZ has been terran favored every month except 1 (Nov 2024 which was still 48.9%) for nearly 3 years, and TvZ has been above 55% (peaking at 61.4%) for 10/16 individual months since January 2025. With the proposed changes, steady targeting would actually do more damage to non-psionic zerg units and have more standard damage + range but have fewer spell uses at a time, so I can see the logic. But it really comes down to the core issue of how over-centralizing ghosts are lategame TvZ and trying to focus just on ghost changes always keeps leading to the same issue of if they're broken or not good enough.
Addressing the patch itself: I would have liked to see changes that increase the duration of fights, encourage fighting on multiple fronts, soften hard counters, reduce immediate game-ending consequences from common harassment (helps retain lower level players especially), and increase the variety of unit compositions at various stages of the game. I don't think this patch does much to help with those areas, and I'm not convinced that reducing starting workers will do much more than waste game-time.
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On May 29 2026 23:41 Mizenhauer wrote:Show nested quote +On May 29 2026 20:40 Luolis wrote: Not a fan of the gateway changes at all. Economy changes on the other hand? Hell yeah was waiting for this Like clockwork
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If the intern is reading this, please consider (an option?) for F2 to ignore units on hold and/or patrol. Hold would make perfect sense imo
Also visual changes to EMP so it is easier to see, and Protoss door (though could be alleviated w/ the first suggestion)
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On May 30 2026 00:20 onPHYRE wrote:Show nested quote +On May 29 2026 17:57 WSH32 wrote: Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far
After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.
The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.
This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.
My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.
The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.
This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.
This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.
Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.
Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.
I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.
In short, my proposed changes are:
1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap. 2. Keep Ghosts at 2 supply. 3. Keep Steady Targeting at 50 energy. 4. If Ghosts remain Light, keep them at 125 HP.
These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.
Possible replies to common counterarguments:
If someone says, “Changelings were already nerfed in this PTR,” my response is:
The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.
For the Ghost nerf argument:
I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.
Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.
This has to be one of the most biased posts I’ve seen in a long time. Talking about extra APM investment as a Terran is hilarious. This is something the other races have been dealing with for 16 years (drops, reapers, BCs - all require more micro from the opponent to counter). And your complaint is about changelings, a non-damaging unit that doesn’t fully come into play until the late mid-game or end-game. Show nested quote +On May 29 2026 18:18 Charoisaur wrote: So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0. I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way? Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game. You mean SC:BW has two terrans? What are you even talking about. You know they didn’t remove warpgate, right? It just comes online a bit later and is much faster when it does to compensate. The amount of people complaining about changes that they haven’t tested at all and may not make it to the actual game is baffling. Yes I think in BW the races are less unique than in sc2 which is one of the reasons I prefersc2
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On May 30 2026 01:47 Charoisaur wrote:Show nested quote +On May 30 2026 00:20 onPHYRE wrote:On May 29 2026 17:57 WSH32 wrote: Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far
After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.
The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.
This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.
My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.
The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.
This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.
This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.
Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.
Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.
I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.
In short, my proposed changes are:
1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap. 2. Keep Ghosts at 2 supply. 3. Keep Steady Targeting at 50 energy. 4. If Ghosts remain Light, keep them at 125 HP.
These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.
Possible replies to common counterarguments:
If someone says, “Changelings were already nerfed in this PTR,” my response is:
The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.
For the Ghost nerf argument:
I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.
Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.
This has to be one of the most biased posts I’ve seen in a long time. Talking about extra APM investment as a Terran is hilarious. This is something the other races have been dealing with for 16 years (drops, reapers, BCs - all require more micro from the opponent to counter). And your complaint is about changelings, a non-damaging unit that doesn’t fully come into play until the late mid-game or end-game. On May 29 2026 18:18 Charoisaur wrote: So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0. I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way? Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game. You mean SC:BW has two terrans? What are you even talking about. You know they didn’t remove warpgate, right? It just comes online a bit later and is much faster when it does to compensate. The amount of people complaining about changes that they haven’t tested at all and may not make it to the actual game is baffling. Yes I think in BW the races are less unique than in sc2 which is one of the reasons I prefersc2
Also BW everything just feels so “slow”. I tried watching recent ASL, just couldn’t get into it. Everything seems sluggish
One good thing about BW is that you can make lots of mistakes and not lose the game instantly unlike sc2.
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